I put in three full cooldowns because guardians have three cooldowns (plus Litany), and captains have two cooldowns (plus double rez, IHW, FW, and so on). Even though it seems--
is--a huge buff, it's not out of line with other tanks. -30% attack duration is intentionally hyperbolic though
. Speed matters, but pure attack duration won't fix our problems.
I agree, but I don't think it's as fundamentally problematic in red. For example, if we imagine a world in which wardens are a sustained DPS specialist, all about the slow-and-steady bleeding of mighty foes (i.e. little burst, but highest sustain on high-morale targets), then slow skills with high damage-per-cast could be part of the design*. For tanking, on the other hand, you want precise, quick interrupts, corruption removals, taunts/aggroes, movements, and emergency responses/cooldowns (none of which wardens do very well at all). Being slow is not
good for DPS, but it's potentially compatible (and it can have positive side effects, like allowing efficient kiting). For tanking, being slow just isn't an option.
*
How close this world is to reality is a matter of perspective, I suppose, but I think we can agree there's a sizable gap.